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Earnings presentation4199WonderPlanet Inc.Information and Communications, Services and Others

Financial Results Presentation for the Third Quarter of the Fiscal Year Ending August 2026

In the third quarter of the fiscal year ending August 2026, new titles contributed to revenue and profit, but the company continued to post an operating loss due in part to losses from certain titles. The company agreed to jointly develop a new mobile game with Sanrio Company, Ltd. and announced a new policy centered on improving profitability, collaboration on leading IP, and original development.

Worth reading
39Recurring
0–100. This measures how worthwhile something is to read, not how good or bad the company is.
Direction
Mixed performance
Direction inferred from the company’s description.
Scale
25
¥ million (third-quarter operating loss)
Wording
Avoiding a definitive answer
How definitive the wording is.

Contents of this document

Earnings presentationFY ending August 2026, third quarter6 items taken from the company’s own explanation
Financial Results Figures (The key points of this material are explained below)
Net Sales¥1,448 million-11.8%
Operating profit¥-167 million
Selling, general and administrative expenses¥137 million
Gross Profit Margin
Rate24.1% (standalone third quarter)
Results for the three months of the current quarter
Net Sales
¥465 million
Operating profit
¥-25 million
Ordinary income
¥-29 million
Net income for the current fiscal year
¥-30 million
What the company explained in this material
Breakdown of Factors Affecting the ChangeReasons cited by the Company for the change in the figures.
  • Revenue increase: contribution from HUNTER×HUNTER NEN×SURVIVOR (amount not disclosed)
  • Revenue decrease: profitability issues with certain titles under operation (amount not disclosed)
  • Operating profit increase: profit contribution from HUNTER×HUNTER NEN×SURVIVOR (amount not disclosed)
  • Operating profit decrease: impact of losses from certain titles under operation and continued development investment (amount not disclosed)
New initiatives
  • Joint development of a new mobile game with Sanrio Company, Ltd.
  • Expansion of collaboration on leading IP
  • Restarting new development of original titles
  • Refining the SEED platform and transitioning to AI-driven development
  • Improving the profitability of certain titles under operation
Key KPIsA metric the company considers important as a management benchmark.
  • Cumulative downloads (Crash Fever)1,600 10,000 downloads
  • Cumulative downloads (Jump Ti Heroes)2,200 10,000 downloads
  • Company-wide generative AI adoption rate100 %
Market Size / Share
  • Global mobile gaming market¥12.6 trillion 2024
  • Japan's mobile gaming market as a percentage of the global market13 %
  • Target size of the overseas market for Japanese content¥20 trillion 2033
Number of employees
Number of Employees126 People as of the end of May 2026
Change during the periodFiscal year ending August 2026: 130 people in Q1, 128 in Q2, and 126 in Q3
Annual Dividend
No dividend is planned for the fiscal year ending August 2026. The interim and year-end breakdown is Not disclosed
Contents of this document
ItemDetails
Document typeEarnings presentation
Fiscal Period CoveredFY ending August 2026, third quarter
Net Sales¥1,448 million (YoY -11.8%)
Operating profit¥-167 million
Gross Profit MarginRate 24.1% (standalone third quarter) / Year-on-year change (points) Not disclosed
Selling, general and administrative expenses¥137 million
Results for the three months of the current quarterNet Sales ¥465 million / Operating profit ¥-25 million / Ordinary income ¥-29 million / Net income for the current fiscal year ¥-30 million
Breakdown of Factors Affecting the ChangeRevenue increase: contribution from HUNTER×HUNTER NEN×SURVIVOR (amount not disclosed), Revenue decrease: profitability issues with certain titles under operation (amount not disclosed), Operating profit increase: profit contribution from HUNTER×HUNTER NEN×SURVIVOR (amount not disclosed), Operating profit decrease: impact of losses from certain titles under operation and continued development investment (amount not disclosed)
Key KPIsIndicator name Cumulative downloads (Crash Fever) / Value 1,600 10,000 downloads / Year on year against the same period last year Not disclosed, Indicator name Cumulative downloads (Jump Ti Heroes) / Value 2,200 10,000 downloads / Year on year against the same period last year Not disclosed, Indicator name Company-wide generative AI adoption rate / Value 100 % / Year on year against the same period last year Not disclosed
Number of employeesNumber of Employees 126 People (as of the end of May 2026) / Change during the period Fiscal year ending August 2026: 130 people in Q1, 128 in Q2, and 126 in Q3
Annual DividendNo dividend is planned for the fiscal year ending August 2026. The interim and year-end breakdown is Not disclosed
Market Size / ShareMarket Global mobile gaming market / Value ¥12.6 trillion (2024), Market Japan's mobile gaming market as a percentage of the global market / Value 13 %, Market Target size of the overseas market for Japanese content / Value ¥20 trillion (2033)
New initiativesJoint development of a new mobile game with Sanrio Company, Ltd., Expansion of collaboration on leading IP, Restarting new development of original titles, Refining the SEED platform and transitioning to AI-driven development, Improving the profitability of certain titles under operation
Items this document does not state (18)
Ordinary incomeNet incomeOperating profit marginFull-year earnings forecastProgress against full-year forecastSelf-assessment against the planSegment resultsUnit price and quantity metricsNumber of stores and locationsAssumptions Underlying the Business OutlookRisk amount incorporated into the outlookMedium-term management plan targetsFinancial targetsPayout ratioAcquisition of treasury sharesCapital expendituresOrders received and order backlogKey points of the Q&A

These are items the company does not state in this document. We do not leave them blank, nor fill them in from other sources or by inference.

The reasons the company gives

The company's own explanation, not something inferred from the numbers.

While HUNTER×HUNTER NEN×SURVIVOR contributed to revenue and profit, losses resulting from profitability issues with certain titles under operation and continued development investment weighed on profit. The full-year earnings forecast has not been disclosed because the competitive environment in the mobile gaming market has changed significantly, making it difficult to formulate and publish a reasonable and reliable forecast.

How to read this page

This is not the documentKomori reads the disclosure the company filed and writes this summary. Figures are as stated by the company and are not audited.
Weight is not a verdictIt measures how much this changes what the company had already told the market. It is not a view on the shares.
Corrections happenIf the company reissues this disclosure, the page is rebuilt from the corrected version and the revision number moves up.
Financial Results Presentation for the Third Quarter of the Fiscal Year Ending August 2026 | WonderPlanet Inc. (4199) timely disclosure | Komori